Q4 in-game videos, no more monster closets!

shiznit
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Q4 in-game videos, no more monster closets!

Post by shiznit »

Not sure how many of these have been posted.

http://bad.qgl.org/video/eoc.bad_q4singleplayer.avi
http://bad.qgl.org/video/eoc.bad_vs_rocket_q2dm1.avi
http://bad.qgl.org/video/eoc.bad_q4arenactf.avi
http://bad.qgl.org/video/eoc.bad_q4ctf.avi
http://bad.qgl.org/video/eoc.bad_q2dm1_run.avi

Check out eoc.bad_q4singleplayer.avi first, the gameplay looks good. They acctually run out of places instead of appearing from walls/corners. The environment is not dark at all and there is more space in general. It's linear but it looks like fun.

They still have that stupid effect where the body disintegrates, but it's green instead of orange this time.
shiznit
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Post by shiznit »

eoc.bad_vs_rocket_q2dm1.avi shows off the map really well but the guy is a complete noob (edit: acctually he get's better, I figured he couldn't climb a crate but it appears there is no double jump or he doesn't know how to do it), it's quake2 all over again. Megahealth is in a different place now.
Last edited by shiznit on Tue Oct 18, 2005 12:59 pm, edited 1 time in total.
o'dium
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Post by o'dium »

Seen a few of them before, but a couple were new. Thx.
shiznit
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Post by shiznit »

Man watching eoc.bad_vs_rocket_q2dm1.avi, looks so much like quake3. It's going to be good :)
shiznit
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Post by shiznit »

So what do people think after watching some of these videos, imo the game looks good.

Quake2 + Quake3 + Industrial Look = Quake4
r3t
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Post by r3t »

The single player vid looked good, the gameplay seems fast and actionpacked, good stuff. I liked how they did the interfacing with the AA canon.
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MKJ
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Post by MKJ »

quake2 wasnt industrial enough for ya? :o

(im getting only 40k/s from those links btw.. is it me?)
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o'dium
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Post by o'dium »

I liked the fact you dont collect spinning bright green balls of nothing for health. Thank fuck its different models in MP and SP or some things. Things lay flat or against the world, not floating in mid air. Good stuff. Doom 3 did this too, but its MP was horrid because the health was so hard to see.
shiznit
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Post by shiznit »

MKJ wrote:quake2 wasnt industrial enough for ya? :o

(im getting only 40k/s from those links btw.. is it me?)
I'm getting 151 KB/s, I think it's you? Quake2 was industrial but with the new effects/reflective effects it looks more like metal in Quake4.
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Eraser
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Post by Eraser »

o'dium wrote:I liked the fact you dont collect spinning bright green balls of nothing for health. Thank fuck its different models in MP and SP or some things. Things lay flat or against the world, not floating in mid air. Good stuff. Doom 3 did this too, but its MP was horrid because the health was so hard to see.
I can't think of a single game where in the SP they had health and ammo boxes floating a la Q3. And to be honest, I think the way they've done it in Q3 was pretty neat :D
shiznit
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Post by shiznit »

Didn't UT2K4 have a similar effect?
shiznit
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Post by shiznit »

Bah I have a lecture now, stupid real life.
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MKJ
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Post by MKJ »

shiznit wrote:Didn't UT2K4 have a similar effect?
aye
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MKJ
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Post by MKJ »

so anyways, just watched that edge movie.

i wish they added 2 or 3 jumping sounds per model. it feels so stale now.
the footsteps also still sound like theplayer has 10 feet, like in doom3 :(

oh and -63 health? how hard is it to make the hud never show negative numbers? its one step off showing decimals >:E
or remove hud alltogether when you die. i liked the way you died in q3, in thirdperson et al
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Eraser
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Post by Eraser »

shiznit wrote:Didn't UT2K4 have a similar effect?
Note the "where in the SP" part of the sentence.
R. Tetzlaff
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Re: Q4 in-game videos, no more monster closets!

Post by R. Tetzlaff »

shiznit wrote: It's linear but it looks like fun.
Shit. I really hate linear leveldesign. I hope it isn´t as bad as HL2 or even Unreal2, and that there´s at least some sidetracking and backtracking.
r3t
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Post by r3t »

noooo not backtracking! I hate it when you have cleared a whole part of a level and then are forced to backtrack, only to find that it's been infested again by enemies.
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Post by o'dium »

r3t wrote:noooo not backtracking! I hate it when you have cleared a whole part of a level and then are forced to backtrack, only to find that it's been infested again by enemies.
What with magic doors that would not open before but now slide easily..., and enemies that appear from pretty much nowhere?
o'dium
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Post by o'dium »

To those of us who haven't got it yet, heres a new trailer:

http://media.pc.ign.com/media/016/016856/vids_1.html
reefsurfer
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Post by reefsurfer »

Fucking annoying footsteps.. :icon33:
r3t
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Post by r3t »

o'dium wrote:
r3t wrote:noooo not backtracking! I hate it when you have cleared a whole part of a level and then are forced to backtrack, only to find that it's been infested again by enemies.
What with magic doors that would not open before but now slide easily..., and enemies that appear from pretty much nowhere?
indeed... I must admit that was one of the things I didn't like about Doom 3.
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Post by o'dium »

Well, I would like it more if they put a little thought into it. You know, its a PPL engine so you cant tell if something is gonna move or not...

Why do i have to backtrack along a huge walkway to a door that was locked before and is now suddenly open?

Wouldn't it be cooler if i backtracked over to that dor and have the wall explode with something come through it attacking me? Like how the trench coat dude did in Resi 2?
r3t
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Post by r3t »

or like the pinky in the Doom 3 alfa... a missed opportunity :tear:
o'dium
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Post by o'dium »

r3t wrote:or like the pinky in the Doom 3 alfa... a missed opportunity :tear:
Yeah, what was he used three times the entire game? That guy has power, punch through some walls!
cloud4me
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Post by cloud4me »

reefsurfer wrote:Fucking annoying footsteps.. :icon33:

agreed,
but rest of the game looks good.
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